/Engine/Source/Runtime/Engine/Classes/Sound/SoundWave.h
If stream caching is enabled, allows the user to retain a strong handle to the first chunk of audio in the cache. Please note that thisUSoundWaveis NOT guaranteed to be still alive when OnLoadCompleted is called.
void GetHandleForChunkOfAudio ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) &&)> OnLoadCompleted, bool bForceSync, int32 ChunkIndex, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CallbackThread )